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Dead Gods (2e)

Dead Gods (2e)


Silently, ponderously, they float through the Astral Plane, mammoth isles of rock adrift in an endless sea of silver. Once they were gods. Now they're little more than debris, petrified husks of fading belief and forgotten prayer. Yet for many, their memories linger, their dreams live on - and for some, those dreams are terrifying nightmares of vengeance, and conquest, and death. Dead Gods is a 176...   [click here for more]
Wizards of the Coast  $12.99

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The Inner Planes (2e)

The Inner Planes (2e)


Beyond the Prime's infinite crystal spheres, beyond the endless realms of the Outer Planes, lies the absolute reality of the Inner Planes. The cornerstone planes of Air, Earth, Fire, and Water are the most well-know Inner Planes, but they're only the beginning. From the deadly purity of the Positive and Negative Energy Planes to the unbearable filth of the Plane of Ooze to the eternal storm of the...   [click here for more]
Wizards of the Coast  $14.99

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Doors to the Unknown (2e)

Doors to the Unknown (2e)


Four doors of mystery appear in the Cage. They lead to four adventures, if a basher has the dark of them. "These aren't doors in the traditional sense, cutter, but they're portals just the same. They appear for a short time every 500 years, popping up in different parts of Sigil. Each hides a mystery that's waiting to be solved, and together they just might hold the key to a secret of the multiverse....   [click here for more]
Wizards of the Coast  $4.99

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Faces of Evil: The Fiends (2e)

Faces of Evil: The Fiends (2e)


I've seen it happen too many times. A berk finds out how much damage it takes to kill a fiend and figures that's all he needs. Then he heads off to the Lower Planes—and is never heard from again. When will these leatherheads learn? The fiends aren't just lists of numbers. They're creatures that think, eat, dream, breed, struggle, and evolve—in short, creatures that live. They're part of a larger...   [click here for more]
Wizards of the Coast  $9.99

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Something Wild (2e)

Something Wild (2e)


Every Berk in Sigil Struggles to keep his savage sid at bay. But now the bars of the cage are breaking down. . . . Don't go to sleep, cutter-that's where the shadows slink, gnawing at the frail cord of sanity. The dream-touched sods of Sigil are snapping one by one, turning on each other like wildcats in the streets. And as people become animals, animals become monsters, rending friend and foe alike...   [click here for more]
Wizards of the Coast  $4.99

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